Ashbery76 wrote:So you have different building slot numbers.Is that it? No traits,resources or planet specials planned?
We plan to include a variety of planetary and system specials, more interaction with the minor factions that are sometimes found on planets, and a few honest space monsters. We also plan to make the pirate and marauder factions much more active, rather than simply guarding systems, we'll be giving them the ability to launch raids on nearby systems, to offer shady deals, or even hire themselves out as mercenaries for the right price.
Arioch wrote:Each planet type contains different biomes, which appeal to populations of different races. Moving the appropriate colonists to the right planet (Thresher colonists, for example, to an Island world) will increase the population cap and the number of infrastructure slots.
As Awaras mentioned, we are still in the process of adding features. We are adding some new basic resources (food and minerals) which will be strongly impacted by planet type, a number of special resources and other planet specials (including the native populations which are already in the game, but don't do much currently other than just sit there). We also want to add (time and resources permitting) some more exotic special planets with unique features.
enpi wrote:A problem is that without having the key numbers and game mechanics how a certain biome would benefit a race the incentive to shuffle colonist is not there. The question arise during gameplay: why should I sacrifice valuable freighters (and loose money) to move colonist to the correct biome when I dont know exaclty if the benefit is high enough?
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